A warbeast trainer is much like the results of his training methods: A dangerous creature more akin to a weapon than an actual living thing. Years and years of trial and error have honed the trainer's body and mind into the perfect weapon, made even more perfect with the addition of a companion molded like a blob of clay with his own hands.

Weapon and Armor Proficiency: Warbeast Trainers gain no new proficiency with any weapon or armor.

War trained (Ex): Your levels in war beast trainer stack with any class that grants you any form of companion for the purpose of determining its abilities. You must choose one of your companions, this creature will now be considered your special companion for the purposes of this prestige class. You may only have one special companion at 1st level, two at 5th level, and three at 9th. This does Not grant your companion the warbeast template, nor does it grant you a new companion; it simply improves an existing one.

Great Vigor (Ex): At 1st level your special companion gain a +2 bonus to Constitution; this improves to +6 at 4th level and +10 at 8th.

Improved Training (Ex): At 2nd level your special companion learns a number of extra tricks equal to your wisdom bonus. In addition you gain a bonus to Ride and Handle Animal checks pertaining to your special companion equal to your war trainer level. If you have a psicrystal as a special companion, it gains a +2 to Intelligence and an extra personality.

Great Strength (Ex): At 2nd level your special companion gain a +2 bonus to Strength. This improves to +6 at 5th level and +10 at 9th.

Thickened Hide (Ex): At 3rd level you and your special companion gain a +2 bonus to natural armor. This increases to +4 at 7th level.

Improved Natural Attack: At 3rd level your special companion gains Improved Natural Attack as a bonus feat. If your companion has this feat for the same attack, it stacks.

Bonus Feat: Both you and your special companion gain a bonus feat at 6th level and again at 10th level. It does not have to be the same feat but both must be drawn from the following list: Ability Focus, Awesome Blow, Cleave, Dodge, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical, Improved Natural Attack, Improved Natural Armor, Improved Overrun, Mobility, Mounted Combat, Mounted archery, Multiattack, Power Attack, Powerful Charge, Ride-By Attack, Run, Spirited Charge, Spring Attack, Snatch, Toughness, Trample, Weapon Focus, Wingover.

Improved Critical: At 7th level your special companion gets Improved Critical as a bonus feat. If your companion has this feat for the same attack, it stacks.

Horrible Natural Attack (Ex): At 10th level your special companion(s) gain an increase in damage to the same attack they took Improved Natural Weapon for, as if they had taken the feat again for the same attack. They also gain a +1 bonus to attack and damage rolls using that attack.

Master Trainer (Ex): At 10th level you no longer need to make a check to use Handle Animal or Ride on your special companions. Your special companion gains two extra hit dice, a +1 bonus on all saving throws and proficiency with light armor.